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Hexes and offset squares

ooo, great link, bookmarking that.

Not sure I'm going to convince the group to use hexes, but I'm going to try. ;)
 

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In regards to half-hexes, could anyone give me a rundown of the realistic net benefits or penalties of 1) fighting with your back up against a wall and 2) fighting back-to-back with an ally?

The former has a negative connotation, while the latter has a positive connotation -- but it seems to me like they are physically equivalent. They both restrict your movement, and they both keep you from being attacked from behind. So why the different connotations?

I think if I could figure this out, then "half-hexes" could be a feature rather than a drawback.
 

Burr said:
In regards to half-hexes, could anyone give me a rundown of the realistic net benefits or penalties of 1) fighting with your back up against a wall and 2) fighting back-to-back with an ally?

The former has a negative connotation, while the latter has a positive connotation -- but it seems to me like they are physically equivalent. They both restrict your movement, and they both keep you from being attacked from behind. So why the different connotations?

I think if I could figure this out, then "half-hexes" could be a feature rather than a drawback.

If one uses a system of:

0 to 1/3 hex: cannot be used.
1/3 to 2/3 hex: squeeze
2/3 to full hex: normal

Then a PC could use a half hex to fight from, but he would be squeezing.

Pros and Cons:

1) If the line is drawn along the spline (e.g. a wall with hex / half hex / hex / half hex), then a combatant could only be attacked by 3 opponents. But, he would be squeezing, so those opponents would gain advantage. However, the "make all lines force more than 1/2 hex" drawing suggestion (as above, a very good suggestion), this would not be possible. One would never draw along the spline. In the case of never drawing along the spline, the worse case scenario would be one of having a PC's back to the wall, but 4 opponents could attack him (best case, near the spline drawing, 3 opponents).

2) Two PCs could fight back to back in a hex, but they would be at the squeeze penalty. Again, one would only want to use that when vastly outnumbered (e.g. two in one hex could only be attacked by 6 opponents, two it two back to back hexes could be attacked by 8 opponents). This is not much of a gain (and might even be considered a loss) unless space is at a premium or something.

I wouldn't allow two PCs to fight back to back if they could fight in the same hex with no penalties (i.e. in a 50% or more of a hex had no penalties system). It's just waiting to be abused.


I think one of the better systems is to use something like:

0 to 1/3 hex: cannot be used.
1/3 to 2/3 hex: squeeze
2/3 to full hex: normal

and then draw a room whatever shape and size one wants. Additionally, try to use the "try to avoid half hexes" suggestion above when possible and do not allow 2 PCs in the same hex. Finally, allow two half hexes to be joined to create a full hex in the perpendicular off of a spline narrow corridor case (and anytime a weird narrow tunnel or corridor exists that does not have near full hexes in it, allow two smaller hex portions to be used as a hex).

If a DM does this, everything just falls into place and it is simple to adjudicate.
 

My cover rules, from the other thread. They should work even if you draw your border directly along the jagged edges of the hex.
arscott said:
Hmm. You folks may have a point about hexes and cover. But I just came up with a solution that I think will work pretty well:

Squares
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

Hexes
To determine whether your target has cover from your ranged attack, choose a corner of your hex. If both lines from this corner to any two adjacent corners of the target's hex passes through a hex or border that blocks line of effect or provides cover, or through a hex occupied by a creature, the target has cover (+4 to AC).

When making a melee attack against an adjacent target, your target has cover if a wall or obstacle (including a low wall) passes through the adjoining edge of your hexes. When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.
 

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